Post by Crim Lycoris on Oct 25, 2016 19:22:22 GMT -6
PLAYED BY plsno TWENTY (20) DECEMBER (12) | MALE VYTAL SENIOR HUMAN | |
CRIM LYCORIS |
★ APPEARANCE
The first thing one might have noticed about the 178 centimeter Crim is his orange-ish, wavy hair, which stretches past his shoulder blades untied. However, with a simple, black hairtie, its length is bound into a ponytail. His bangs hide his brows and touch the topmost tips of his eyelids. Beneath said eyelids were golden eyes that bordered upon an amber color. Though not to the point of appearing sickly, his skin is a very pale peach.
Outside of the standard uniform, he has equipped a white longcoat with a greenish trim that reaches up to a tight collar. Light gray stripes rest along his sides and down the very end of the coat itself. Underneath are white trousers and equally white dress shoes. Though appearing to be impractical, the shoes are durable and stable enough to withstand the demanding physical activity of a Hunter in training. Though, he does not deny that white clothing makes for messy situations.
But, at least it's easy to tell where the stains are!
Linky Link!
★ PERSONALITY
★ HISTORY
On a December day, Crim Lycoris was born to a Vern and Eliza Lycoris in the kingdom of Pinnacle. They were both storytellers who performed on stage, captivating audiences with grand tales of the past. His father in particular possessed a fondness for the boy, caring for him whenever his mother busied herself with performances. At a young age, Crim knew that Remnant was a harsh place. His father would always speak of the wars of old, of how his ancestors were strong, powerful warriors who clashed with the Grimm. Their hot blades would spark fires upon the battlefield, and upon the masks of humanity's sworn enemy would they graze their steel only to cut them in twine. Their swords were even strong enough to inflict wounds upon an Argo. They were fantastical stories, some details likely falsified, but whenever Crim asked about the fates of each character in these stories, his father would shrug and speak the words: "they were killed by the Grimm they hunted". It painted a dark picture of the world he lived in, and imprinted upon him the belief that, since the Grimm were endless, they will eventually rise up and drive humanity back into hiding. He was terrified, but at this young age, he accepted it.
Worried for his son, realizing that the stories of the Lycoris' evoked the opposite of what he wanted for him, Vern asked him to play a game with him. The defeated youth only shrugged, following his instructions. The name itself caused Crim's face to scrunch up in a cringe, but as he lived his days playing it, the fear and darkness in his mind cleared away, brightening his eyes to a more wonderful world than he could ever have imagined... or rather, he highlights these elements that make this world 'wonderful'. This game goes like so: no matter what sort of hopeless circumstance one finds themselves in, they must look for something to be glad or happy about within the negativity. Such became the staple of the farce that soon became integral to the boy. With a renewed love for the world, he decided to follow the footsteps of his family line in order to become one who can conquer the Grimm: a Hunter.
Trudging along this path with newfound optimism, he was granted his father's weapon and sought training in the Cela Monastery. While the young boy's training was brief, lasting a single year, it was already clear to the monks that his Aura seemed to contradict his outward expression and personality. It was as though he actively suppressed his true nature, one of overwhelming negativity. As soon as they uprooted his semblance, he nearly ripped apart his arms and destroyed his weapon as he struck one of the training dummies. After treatment, he was sent away, seen as a threat to the monastery should he lose control. Crim, still unerring from his optimistic idealism, was simply glad that he was able to unlock his semblance. However, perhaps subconsciously, he resolved to keep everything to himself.
Following word of mouth, he reached Vytal Academy, his papers, fee (provided by his father) and identification slipped towards the receptionist in a gleeful manner, despite the mud and dirt he had collected upon his clothing. His years were filled with knowledge, each lesson absorbed into his brain like a sponge with a constant smiley face scratched onto its surface. He wasn't the best student academically, but his zeal to learn as well as his desire to match his ancestors fueled his rocketing advance towards Vytal's standard of greatness.
To say that his time wasn't without a few hiccups, however, is inaccurate; only a few times has he almost utilized his Frenzy. Upon a solo assignment, he was observed by a member of the Cult of Saint Ash, witnessing the raw emotion that was let loose. They made their approach, warning him of the consequences of his ability. Should the faculty find out about the danger it may pose, they'll surely expell him. The situation was the first time he had ever sincerely frowned, and frightened that the end of his path may lead to a dead end, he accepted to the terms that whatever might be asked of him, he will comply. He was not aware of whatever goal this person possessed, but it did not matter.
Returning to class, he remained as chipper as ever, though the fear of eventually requiring its usage loomed over his ehad like a guillotine. This game isn't fun anymore, and the face it gave him began gradually fraying like an old cloth.
The first thing one might have noticed about the 178 centimeter Crim is his orange-ish, wavy hair, which stretches past his shoulder blades untied. However, with a simple, black hairtie, its length is bound into a ponytail. His bangs hide his brows and touch the topmost tips of his eyelids. Beneath said eyelids were golden eyes that bordered upon an amber color. Though not to the point of appearing sickly, his skin is a very pale peach.
Outside of the standard uniform, he has equipped a white longcoat with a greenish trim that reaches up to a tight collar. Light gray stripes rest along his sides and down the very end of the coat itself. Underneath are white trousers and equally white dress shoes. Though appearing to be impractical, the shoes are durable and stable enough to withstand the demanding physical activity of a Hunter in training. Though, he does not deny that white clothing makes for messy situations.
But, at least it's easy to tell where the stains are!
Linky Link!
★ PERSONALITY
POSITIVE - Optimistic, excessively so - Jovial - Kind - Caring - Idealistic | NEGATIVE - Deceitful - Loathing - Delusional - Naive - Prone to emotional repression |
★ HISTORY
On a December day, Crim Lycoris was born to a Vern and Eliza Lycoris in the kingdom of Pinnacle. They were both storytellers who performed on stage, captivating audiences with grand tales of the past. His father in particular possessed a fondness for the boy, caring for him whenever his mother busied herself with performances. At a young age, Crim knew that Remnant was a harsh place. His father would always speak of the wars of old, of how his ancestors were strong, powerful warriors who clashed with the Grimm. Their hot blades would spark fires upon the battlefield, and upon the masks of humanity's sworn enemy would they graze their steel only to cut them in twine. Their swords were even strong enough to inflict wounds upon an Argo. They were fantastical stories, some details likely falsified, but whenever Crim asked about the fates of each character in these stories, his father would shrug and speak the words: "they were killed by the Grimm they hunted". It painted a dark picture of the world he lived in, and imprinted upon him the belief that, since the Grimm were endless, they will eventually rise up and drive humanity back into hiding. He was terrified, but at this young age, he accepted it.
Worried for his son, realizing that the stories of the Lycoris' evoked the opposite of what he wanted for him, Vern asked him to play a game with him. The defeated youth only shrugged, following his instructions. The name itself caused Crim's face to scrunch up in a cringe, but as he lived his days playing it, the fear and darkness in his mind cleared away, brightening his eyes to a more wonderful world than he could ever have imagined... or rather, he highlights these elements that make this world 'wonderful'. This game goes like so: no matter what sort of hopeless circumstance one finds themselves in, they must look for something to be glad or happy about within the negativity. Such became the staple of the farce that soon became integral to the boy. With a renewed love for the world, he decided to follow the footsteps of his family line in order to become one who can conquer the Grimm: a Hunter.
Trudging along this path with newfound optimism, he was granted his father's weapon and sought training in the Cela Monastery. While the young boy's training was brief, lasting a single year, it was already clear to the monks that his Aura seemed to contradict his outward expression and personality. It was as though he actively suppressed his true nature, one of overwhelming negativity. As soon as they uprooted his semblance, he nearly ripped apart his arms and destroyed his weapon as he struck one of the training dummies. After treatment, he was sent away, seen as a threat to the monastery should he lose control. Crim, still unerring from his optimistic idealism, was simply glad that he was able to unlock his semblance. However, perhaps subconsciously, he resolved to keep everything to himself.
Following word of mouth, he reached Vytal Academy, his papers, fee (provided by his father) and identification slipped towards the receptionist in a gleeful manner, despite the mud and dirt he had collected upon his clothing. His years were filled with knowledge, each lesson absorbed into his brain like a sponge with a constant smiley face scratched onto its surface. He wasn't the best student academically, but his zeal to learn as well as his desire to match his ancestors fueled his rocketing advance towards Vytal's standard of greatness.
To say that his time wasn't without a few hiccups, however, is inaccurate; only a few times has he almost utilized his Frenzy. Upon a solo assignment, he was observed by a member of the Cult of Saint Ash, witnessing the raw emotion that was let loose. They made their approach, warning him of the consequences of his ability. Should the faculty find out about the danger it may pose, they'll surely expell him. The situation was the first time he had ever sincerely frowned, and frightened that the end of his path may lead to a dead end, he accepted to the terms that whatever might be asked of him, he will comply. He was not aware of whatever goal this person possessed, but it did not matter.
Returning to class, he remained as chipper as ever, though the fear of eventually requiring its usage loomed over his ehad like a guillotine. This game isn't fun anymore, and the face it gave him began gradually fraying like an old cloth.
★ COMBAT NOTES
WEAPONS
Steel
To complete his teachings, he was crafted Steel, a single-handed katana hilt with a set of dark gray blades to attach. It resembles the handlebar of a motorcycle, complete with a silver brake lever. The length is covered in white bandages for easy handling and because Crim finds the loose, flapping bandages cool. The included blades are 73 centimeters long, and possess black and yellow danger stripes around where the blade is supposed to attach to the hilt. Underneath the handle is a small compartment for a single vial of dust.
While as it is without enhancement, Steel is about as average a blade can get, though its edge never seems to lose its sharpness with repeated contact. However, when the blade is sheathed, Crim can rev up the handle like an actual motorcycle to rapidly heat the blade to white-hot temperatures. Releasing it from the scabbard causes excess heat to rush towards the direction the takes place, sending forward a tall crescent of flames. With a burning blade, Steel holds the potential of easily cutting through softer metals and the flesh of Grimm like a hot knife cuts butter. However, it can only mar stronger metals and Grimm bones. To slice through even these with the same relative ease, Crim can hold down the brake lever of the handle to send an explosive surge of fire through the sword, increasing the strength of a single swing.
However, as the blades aren't totally unmoldable, using them as they are ignited gradually dulls their edge, rendering them as effective as a metal cuboid rod once it cools. Using the brake lever affects its edge even further, and attempting to use it while it is in a cooled, dull state can shatter the blade entirely. Revving up the handle while the blade is unsheathed is also a very bad idea, for without an enclosed space to contain the heat, one simply creates a hot explosion of fire and embers and pain.
MISC.
Inside of his scabbard, loaded like bullets in a gun are two more blades, which can be loaded onto his weapon by releasing the current blade, sheathing the handle, and pushing a button on its side. As well, he keeps with him one extra vial of Fire-aspected Dust, packed safely inside of a pouch resting beside his scabbad on his belt. Perhaps as important to him as the dust vial is the pocketful of assorted candies he keeps on his person at all times, both for treating others and himself.
When Crim is approached (or the other way around), one can feel the pure energy that his Aura exudes. It constantly shifts between a darker pink and a brighter red, coalescing into hues in between at times. Yet, like these evershifting colors, so too do the sensations granted by this energy frequently change. One cannot help but to see him as both a wellspring of comfort and a volatile, potentially explosive device that can burst at any moment. It is a reflection of Crim's nature, a kind, tender friend to all that lives, as well as a destructive force that can be equated to a natural disaster. Upon the few moments when something picks at the shield he has wrought for himself, his Aura seems to spark like a freshly-lit lighter: short-lived, small, but possessing terrible power should it be fueled further by timber.
Defensive Enhancement - 3 A
Mending - 5 AP (can mend anything below the severity of a broken bone)
Offensive Enhancement - 3 AP
Illumination - 2 AP
FRENZY
The manifestation of the 'explosive device' within his nature, Crim releases all of his repressed fury, anger, hatred, sadness, and fear into every movement he makes. The Aura that envelops him takes the form of a raging inferno, and the now constant red hue spreads to his eyes. He loses most of himself, retaining only these negative aspects and a small portion of consciouness to break away from his frenzy when the situation calls for it. To fight beasts, he becomes a beast, slashing and raging at everything he deems a threat.
First of all, his ability to feel pain is locked away, which is both a boon and a burden after snapping himself out of his trance. As soon as he leaves Frenzy, all the pain from wounds inflicted upon him during the state attack him at once, potentially leaving him in temporary catatonia depending on the severity.
Secondly, he subconsciously activates Dust within his weapon, perpetually enveloping his blade in flame, much like a vertical flamethrower. Of course, this drains his Dust reserves tremendously, usually leaving him with a dry canister and a totally unusuable blade.
Finally, it disables all other natural inhibitors, increasing the speed of his movements and the strength of his blows to such a degree that it tears at his muscles. Again, this causes an intense amount of pain after the calming, and usually damages him enough to inhibit strenuous activity. While the benefits of its activation are tremendous, in Crim's mind, the consequences exceed them. Due to this, he refrains from its usage unless absolutely necessary. Obviously, due to the concentration of negative emotion, it is likely to attract Grimm.
Activation - 25 AP per minute (lasts for 4 posts/4 minutes at maximum)
WEAPONS
Steel
To complete his teachings, he was crafted Steel, a single-handed katana hilt with a set of dark gray blades to attach. It resembles the handlebar of a motorcycle, complete with a silver brake lever. The length is covered in white bandages for easy handling and because Crim finds the loose, flapping bandages cool. The included blades are 73 centimeters long, and possess black and yellow danger stripes around where the blade is supposed to attach to the hilt. Underneath the handle is a small compartment for a single vial of dust.
While as it is without enhancement, Steel is about as average a blade can get, though its edge never seems to lose its sharpness with repeated contact. However, when the blade is sheathed, Crim can rev up the handle like an actual motorcycle to rapidly heat the blade to white-hot temperatures. Releasing it from the scabbard causes excess heat to rush towards the direction the takes place, sending forward a tall crescent of flames. With a burning blade, Steel holds the potential of easily cutting through softer metals and the flesh of Grimm like a hot knife cuts butter. However, it can only mar stronger metals and Grimm bones. To slice through even these with the same relative ease, Crim can hold down the brake lever of the handle to send an explosive surge of fire through the sword, increasing the strength of a single swing.
However, as the blades aren't totally unmoldable, using them as they are ignited gradually dulls their edge, rendering them as effective as a metal cuboid rod once it cools. Using the brake lever affects its edge even further, and attempting to use it while it is in a cooled, dull state can shatter the blade entirely. Revving up the handle while the blade is unsheathed is also a very bad idea, for without an enclosed space to contain the heat, one simply creates a hot explosion of fire and embers and pain.
MISC.
Inside of his scabbard, loaded like bullets in a gun are two more blades, which can be loaded onto his weapon by releasing the current blade, sheathing the handle, and pushing a button on its side. As well, he keeps with him one extra vial of Fire-aspected Dust, packed safely inside of a pouch resting beside his scabbad on his belt. Perhaps as important to him as the dust vial is the pocketful of assorted candies he keeps on his person at all times, both for treating others and himself.
AURA
When Crim is approached (or the other way around), one can feel the pure energy that his Aura exudes. It constantly shifts between a darker pink and a brighter red, coalescing into hues in between at times. Yet, like these evershifting colors, so too do the sensations granted by this energy frequently change. One cannot help but to see him as both a wellspring of comfort and a volatile, potentially explosive device that can burst at any moment. It is a reflection of Crim's nature, a kind, tender friend to all that lives, as well as a destructive force that can be equated to a natural disaster. Upon the few moments when something picks at the shield he has wrought for himself, his Aura seems to spark like a freshly-lit lighter: short-lived, small, but possessing terrible power should it be fueled further by timber.
Defensive Enhancement - 3 A
Mending - 5 AP (can mend anything below the severity of a broken bone)
Offensive Enhancement - 3 AP
Illumination - 2 AP
SEMBLANCE
FRENZY
The manifestation of the 'explosive device' within his nature, Crim releases all of his repressed fury, anger, hatred, sadness, and fear into every movement he makes. The Aura that envelops him takes the form of a raging inferno, and the now constant red hue spreads to his eyes. He loses most of himself, retaining only these negative aspects and a small portion of consciouness to break away from his frenzy when the situation calls for it. To fight beasts, he becomes a beast, slashing and raging at everything he deems a threat.
First of all, his ability to feel pain is locked away, which is both a boon and a burden after snapping himself out of his trance. As soon as he leaves Frenzy, all the pain from wounds inflicted upon him during the state attack him at once, potentially leaving him in temporary catatonia depending on the severity.
Secondly, he subconsciously activates Dust within his weapon, perpetually enveloping his blade in flame, much like a vertical flamethrower. Of course, this drains his Dust reserves tremendously, usually leaving him with a dry canister and a totally unusuable blade.
Finally, it disables all other natural inhibitors, increasing the speed of his movements and the strength of his blows to such a degree that it tears at his muscles. Again, this causes an intense amount of pain after the calming, and usually damages him enough to inhibit strenuous activity. While the benefits of its activation are tremendous, in Crim's mind, the consequences exceed them. Due to this, he refrains from its usage unless absolutely necessary. Obviously, due to the concentration of negative emotion, it is likely to attract Grimm.
Activation - 25 AP per minute (lasts for 4 posts/4 minutes at maximum)
AURA POINTS: 175
FATE/GRAND ORDER, romani akiman as crim lycoris PLAYED BY PLSNO
coded by electric of gangnam style